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TraitorousLeopard

TraitorousLeopard

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TraitorousLeopard
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  • This almost makes me wish they didn't give out that 250K BP. I was excited to save up challenges for the update, but now if I jumped into Level 3 I'd have less BP when the update launches than if I just sat on my 1.25mil.

    Very cool of you to make this, though.

  • There's nothing cute about Ormond offerings.

  • Hitboxes when you're falling out of a window have always been like that. This update obviously doesn't actually have a way to check if a hit "looks" off, it would just make sure the hitbox is in a reasonable range, and it was.

    You might as well make a thread where you post a huntress hatchet hitting you around a corner and say "Uhhhhh where's the hit validation???" It's not gonna change the hitboxes.

  • Channeled Power

    Dull totems emit your terror radius within 8/12/16 meters. Any perks or abilities that affect the size of your terror radius, or that affect survivors within your terror radius, also apply to the terror radius created by Channeled Power.

    Any time a dull totem is cleansed, the terror radius of the remaining totems increases by 4 meters.

  • Screwdriver Mike > Pipe Mike

    Legacy skins, and most of the Hallowed Blight skins, look awful. The whole "glowing orange slime" aesthetic does nothing for me.

  • Honestly the only change Blood Pact needs is for the haste to be a 3-second 150% Sprint Burst kind of haste, instead of the borderline useless 10 seconds of Hope. If it gave an exhaustion-perk style speed boost, it'd be great for those moments where you get a heal off just before the Killer arrives.

  • I feel like it would probably do more harm than good? A little GLHF would be nice, but I feel like it'd mostly be used for "Im doing a challenge let me grab you" "farm or i facecamp" "change off blendette or I DC" etc.

    It's not even an immersion thing, but I do go into most matches with the assumption that a Killer will be trying to kill me. I feel like knowing that they're just trying to game the system for points and challenges, and that they'd get annoyed or DC if the survivors don't play along, would take a lot out of those matches.

  • @MadLordJack said:

    Maybe. Until you remember that her entire deal is turning people to stone for simply looking at her. Regardless of how balanced such a power would be for a killer, it'd be extremely frustrating to deal with. No-one likes getting stun locked or frozen, so imagine how people would react to getting petrified, even if it only happened once in every ten matches.

    Mei-dusa.

  • @handfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1488173#Comment_1488173

    Trust me, people who DC will always find an excuse for it. If it's not the perks it's the maps, if it's not the maps it's the hitboxes, if it's not the hitboxes it's the weather outside. Don't kid yourself.

    Also, yes I do agree that all those things should be changed. My original comment was simply saying that people overreact like crazy, especially on these forums.

    The big distinction is that you don't have a player at the beginning of the match going "Hey, can we get worse hitboxes this match? Great." "Guys, I'm gonna be using an offering so that you get exhausted from Dead Hard but the hit still lands." "Survivor Grease: Makes the killer start the grab animation and then just freeze in place while the survivor runs away." That unfairness sucks, and people do DC over it, but it is at least random, unintentional unfairness.

    But if someone starts a match with "Let's play a version of the game where I only have to hook you once." or "Let's go to a map so big and with so many resources we'd basically have to try to lose." then yeah, it was in their power to do that, and as long as it's in people's power to opt out by DCing on the loading screen, that's totally understandable. Because why would you want to play against someone who has no interest in playing a fair match?

  • It's pretty hard to sympathize with people who use strong survivor Map offerings or Moris, because it's basically starting the match saying "Hey, I don't care about your fun, I just want this match to heavily favor me. Alright, let's play!" and then being suprised when people just leave.

    Just don't use them, and if someone else uses them, be mad at that person, not the guy who chose to hop out of a horribly imbalanced match.

  • @Peanits said:

    Just to clear some things up, there are going to be some add-on changes in the upcoming hotfix, as we've mentioned in the past. Some of the updated text found their way into the 4.1.0 release by mistake, but functionally they have not changed just yet. For the time being, the effects are those which are mentioned in the patch notes. After the hotfix, their effects will be changed to match the effects mentioned on the add-ons themselves.

    Sorry for the confusion; those add-ons (as well as a bunch of others) will be changed pretty soon.

    Does this mean that Mother's Helpers still currently speed you up when a flashlight is on you? I didn't want to miss my opportunity to spend an entire match shining a flashlight on a Billy's butt to speed boost them.

  • There is an entire chart of difference between default Dwight and rare cosmetic Dwight. Nothing is more terrifying as killer than a lobby full of elves and pizza delivery boys.

  • I would take the strength of Infectious as evidence that more weak perks could benefit from removing the "basic attack" limitation.

    As for Infectious itself, it really depends on the map. On big maps, there's plenty of opportunity to spread out and counter it, but on smaller maps it can be almost impossible to stay out of the TR, which would only get worse if they follow the common suggestion and shrink maps overall. I'd say that some kind of small CD or token system wouldn't kill it.

  • Mostly Scott and Umbra. Scott so I can watch him get spun and then ask when he's gonna go back to Dark Souls 3, Umbra because her awful vampire sleep schedule makes her one of the only people I can watch live.

  • The problem is that it's just not worth letting every game go on for 1-2 minutes longer than it needs to just so one guy can unhook himself and then probably just get immediately downed anyway. You're basically describing a pretty niche situation where you didn't get to use your perk because you had already lost the game.

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1470780#Comment_1470780

    How does it work with either? I'm thinking of picking up Deathslinger soon, so I want some ideas.

    If a Deathslinger harpoons an injured survivor, but quickly realizes he won't be able to reel them in for a hit, the quickest thing to do is M1 at nothing to cancel the chain so you can move and/or reload again, so unrelenting would make you lose a little less time. Probably not worth a perk slot, though.

  • I'll give OP the benefit of the doubt, because, at it's core, this is a complaint about "training wheels perks," or perks specifically designed to help you when you mess up something that you're not really supposed to mess up very often, and how the inclusion of such perks might be deteimental to the game and just bad perk design.

    Now, that's not something you actually see- even people who get spun by survivors usually don'y run Unrelenting, and survivors who mess up skillchecks still won't usually pick Technician- they're just bad perks. But, I can see where, at least in principle, the idea of designing a perk around "Hey, heres some help for when you mess up this really easy thing." isn't a great idea, and that they should probably be redesigned around enhancing your tracking and chasing ability instead of being a band-aid for mistakes.

  • I'd say add hooks to the condition, but then remove the hook bonus if a survivor dies to discourage tunneling. So first hook is +4% speed, second hook is +8%, death hook is back to +0%.

    So at 5 gens done, you'd have +20% to Fire Up actions. At 5 gens with all 4 survivors on death hook, you'd have +52% speed, which is crazy, but it requires you to be in the very weak position of having the gates powered with 4 living survivors, plus it pretty much required you to play nice the whole match.

  • Maybe a neat idea for an add-on?

    "Tremendously increases the blood dropped by injured survivors.

    Each survivor will only drop a limited amount of blood during the trial."

    The only issue is that Mikey just needs to tap M2 to see if he's sucked someone dry, whereas Oni would need to either hit them or watch them perform an action, so maybe it would need some kind of HUD indicator.

    But no, I don't think he needs a base kit nerf.

  • But if I was being distracted by music, how would I pay attention to the dumb little flailing spikes on the corners?

  • Passive phasing is honestly one of her cooler aspects- I'd rather see that enhanced and her ability to easily zoom around loops nerfed.

    As for blinding her at pallets, that has always been incidental. Most killers are tall and use their feet, Spirit is short and uses her weapon. Animations have never been designed specifically so the Killer can eat a blind, it just happens to work out that way since they're usually taller.

  • @Veen said:

    We already have a lot of Japanese themed characters already, and uhm... Anime is kinda childish anyways, who would take this as either a killer or survivor seriously.

    Yeah, only serious stuff allowed here like

    *checks notes*

    a really determined mute in a Captain Kirk mask

    4kids w/ knives

    A pink elephant who has cut out the middleman of chloroforming victims and just chucks the bottle at them

    A man who realized his job was a cover for body-disposal and so, obviously, ripped out his bosses spine and found a magic bell that lets him turn invisible

  • HUD indicators for each survivor's hook stage. Both as Killer and survivor, I'll get thrown off in a match because I mixed up which hook stage someone was on. Ironically, this has the biggest impact on trying to play nice as Killer- If I'm winning, I'll try to get everyone to 2 hooks before killing anyone, but a lot of times I'll mix up similar survivors and wind up killing someone earlier than planned. It would also save everyone that awkward moment at the exit gates, where you see someone being carried to the hook and everyone just stands around waiting for the hook to see if they're dead or not.

  • @Zaitsev said:

    https://forum.deadbydaylight.com/en/discussion/comment/1439242#Comment_1439242

    Wow, less than 10 seconds of breathing room. Amazing.

    Yes, actually. Sloppy adds a couple seconds onto healing and it's a fantastic perk on a lot of Killers. Deep Wounds is more time, and without the option to just not heal. Anything that stops survivors from just immediately hopping back on gens is a pretty big deal.

    I agree that DW could use a change, but if it was just outright removed those Killers would need buffs to compensate.

  • I like to run a "Lucky Ace" build with Slippery Meat + Up the Ante, and then Plunderer's + Ace in the Hole.

    You have something close to a 50% chance to unhook yourself with 3 living teammates. A lot of people don't realize their "4%" to Kobe is actually closer to 12% across all 3 escape attempts. With 6 attempts (Slippery meat) and a 13% chance (Up the Ante - 4% base + 3% x 3 teammates) you're more likely to Kobe then not.

    Plunderers + Ace has no real synergy or relation to the other two, it's just fun to kind of have your role chosen by the chest. Get a purple flashlight? I will blind at every pallet. Alex's toolbox? Sabo master. Ranger's Medkit? Dr. Visconti is on call.

  • I don't think BHVR has admitted as much, but it seems like for whatever reason, the Freddy license holders are the least interested in adding or changing any cosmetics for their characters. They won't even let BHVR unmelt Quentin's face, I doubt we'll see any fun new Freddy cosmetics any time soon.

  • @podkall said:

    https://forum.deadbydaylight.com/en/discussion/comment/1418898#Comment_1418898

    yeah but I have bought kate so.... I buy most of characters I like

    https://forum.deadbydaylight.com/en/discussion/comment/1418911#Comment_1418911

    it's not wasting if you know how to get all the perks

    Right, so if someone likes Jeff then obviously spending shards on Jeff it's not a waste.

  • I would prefer if BT worked for the person who had the perk INSTEAD of the person they're unhooking, but it shouldn't work for both scenarios.

  • That's also working off of the 100% utilitarian viewpoint that there's no value in playing as a survivor you like, and that players are only thinking about the gameplay value of their perks. Even if someone got all of Kate's perks on the shrine (or didn't because they suck) they still might want to spend those shards on Kate just because they like her and want to play as her.

  • Please add a Death Note Killer who just has to type out people's names to mori them, but he's just an unarmed guy so the survivors can just punch him and take his notebook.

    Imagine the pog moments, as I sweat profusely trying to type "Hex: Devour Booty" before they run over and punch me in the face.

  • Weren't you already basically immune to flashlights with old Lightborn? People wouldn't be able to pull of blinds at pallets or for saves unless you just stared at it for no reason.

    As long as we're doing Killer perks that amount to "Survivors just can't use this item", I'd like to suggest Toolborn, Medborn, and Keyborn to round things out.

  • I'd say how a match feels is pretty removed from the kill count. You can have a really frustrating or unsatisfying 4K or a fun and engaging 0K. Where you draw the line for what counts as a "win" is another story, but winning isn't always the same as having fun.

    I'd say that a 2K that happened on both survivors 3rd hook sounds like a fun match, though, the kind where it really could've gone either way.

  • As much as I support a buff/rework of Cruel Limits, I don't support this change. It just serves to take tiles and turn them into simplistic loops- a survivor vaults the shack window because it's their only option for extending the chase at shack? Now shack is just a braindead pallet loop- remove all opportunities for faking, predictions, moonwalking, just run around in circles till you have to drop the pallet. It goes from a worthless perk to a pretty strong perk- but a strong perk with no counterplay that only serves to lower the skill used in chases. Plus the limitations are laughable- a free token every 20 seconds just for waiting, and up to 3 tokens? You'd always have tokens.

  • I feel like they don't need to literally just copy the killer's perks onto add-ons. They reworked Doctor, and sure he has add-ons that adjust his terror radius and skill checks, but in ways that work uniquely with his power rather than just being copies of Monitor and Abuse or Overcharge. It feels so lazy- addons should be a way to create new playstyles for existing Killers, they shouldn't be a crappy 5th perk slot.

  • Yes, matchmaking is a joke and hopefully it can be improved upon by the upcoming MMR system. That may not end up being a perfect solution, but AFKing in matches to derank is a much, much worse solution- and a 100% bannable offense. Not recommended.

    People do (rightfully so) poke fun at the "play Civ 5" comment the devs made about killer frustrations, but if every match is actually causing you a lot of serious anxiety and frustration, playing something else is not a bad idea. Otherwise, maybe try a new Killer, or maybe burn some map offerings so you don't get sent to some of the more survivor sided maps?

    Also, no idea why people are dogpiling on this guy

    @LetsPlayTogether said:

    Hopefully all players will report you and get you banned soon.

    If someone is AFKing repeatedly in matches, they SHOULD get reported and banned. I hope OP finds a better solution to their issues, but if they go ahead with their AFKing plan then a ban is completely warranted.

  • I always call Hawkins "HAL Laboratory" because the "hnL" on the badge map offering always looked more like "haL" to me.

    Apart from that there's Brazzerov's, Bamham Preschool, Larry's Memorial Insititute, The Snuffocation Pit, The Thwompson House, and Mount Snoremond. I'm realizing now that none of these are actual shortened nicknames and just me being bored and making the names sillier.

  • While boring, this does leave the survivors free to finish objectives, get points, find their own crowns, and leave. If a killer did this, I wouldn't feel cheated or screwed over by them- I can't say the same if a teammate got their crown then immediately killed themselves.

  • Part of the issue, I'm pretty sure, is that most characters lean forward during their run animation and this isn't reflected in the hitbox. (Similar to how, until somewhat recently, Survivors hitboxes did not get shorter when they were hunched to heal or do a generator, which allowed for hitting them over the tops of gens they were completely behind.)

    I might be mistaken in that, but I heard that was the case- it makes sense, since your screenshots mostly show hatchets hitting an area above your legs, which is probably near where the upright hitbox is centered. It also presents the opposite frustrating scenario- a survivors arms or head can be leaning out of the hitbox as they run, and a hatchet just flies through it.

  • It's just the arbitrary distinction between a regular challenge (3 fragments) and a "Master challenge" (5 fragments.)

    The idea is that the Master challenge is harder andbthus worth more, since it requires doing multiple things in a single trial, but the reality tends to be that the Master challenges take one trial and the regular challenges take several.

  • Go play a wraith with Purple Windstorm and Shadow Dance. Faster running, kicking, vaulting, AND you get to be invisible!

  • As much as I'd want this for my Neatress ship fanfics, I think she captured those girls more out of a maternal instinct, to "protect" them like her mother protected her. They're looking to add LGBT reps, not pedophilic kidnappers.

  • I feel like I'd have to pick by head cosmetic rather than actual survivor. Nea's default and a lot of other options would be one of my picks for ugliest, but I think her pixie cuts make her one of the cutest. Same with Jane, I think her blonde hair with the shades looks great, but everything else looks weird. Kate is the opposite- very cute default head, but I think some of her options with the ponytails or pigtails make her look downright freaky.

    For guys the only example of this phenomenon I can think of is Jake- not a fan of anything except his prospector outfit, for some reason prospector Jake looks ten times cuter than regular Jake

  • I expect the Flashlight thing to get fixed in a week or two, and the Clown thing to be actually a lot more complicated than players realize, it can be very difficult finding the cause, each bug is different and we're a small team so you can't expect us to fix this in less than 6 months. Or the free Iron Will bug.

  • I dunno how well it works, but it seems like basically a more selfish version of Empathy + Botany Knowledge. See anyone injured and heal them 33% faster (And 33% efficirncy with medkits), versus one guy seeing you injured and healing you 25% faster. It's trading off some effectiveness for the fact that YOU recieve most of the benefits.

    I know Leader isn't just healing, but the other speed boosts are very situational at best.

  • I think they either need to-

    A) Make challenges that don't involve a single action, but multiple actions. (IE "Be chased for 30 seconds and stun the killer in a trial" rather than "Be chased for 90 seconds in one trial" or "Stun the killer 3 times in 1 trial")

    B) Let us have multiple active challenges. Progress is already limited by the challenge-to-challenge paths in the archive, so why not allow for 2-3 active challenges per role?

  • I would say that it's not a bad idea to consider how much fun the other side is having, but it shouldn't be at the expense of your own fun.

    For me, how "nice" of a Killer I am is a function of how well the match is going. Lets say I run into an injured guy, who was just on the hook, and the next hook will kill him. Is there 1-2 gens left, no one else dead, and I could really turn the game around by taking this guy out of it? Definitely, I'd go for it. Are there 4-5 gens up, people running around doing nothing, and I've basically got this game in the bag? Then sure, ignore him or slug him, go for someone else, let everyone stick around a while longer so we don't have anyone going to the sky spider with less than 10K BP.

  • Unlike BT, DS, BBQ, etc. there's nothing in the wording of Adrenaline to imply its delayed healing is hook-only, so either change Adrenaline's description to be hook specific or make it work with cages.

    It doesn't really seem like a huge deal if they keep it like this, though. One killer can (after meeting certain criteria) use their power (at a very specific point in the match) to deny one survivor's ability to use one specific perk. Wow, pls nerf

  • Up the Ante + Slippery Meat

    ~56% chance to unhook yourself.

    ~75% with a strong luck offering.

    ~83% if you can convince all the boys to throw in some salty lips.

    ~98% if you get everyone to run Up the Ante as well.

    Literally unbeatable, just unhook in their face and DS them, ggez babby killer. Deliverance? No need, we can't get any safe unhooks anyways because everyone can just unhook themselves.

  • I just wish they didn't second guess every Perk and slap a ton of conditions on it.

    "Hm, so Gearhead lets you see when survivors perform skill checks... but only on gens... and only after some attacks... only basic attacks... for a little bit. Wait, no, that's too strong! Only GOOD skill checks, whew, that perk was almost useful!"

    Do you guys not remember that you put Nurse's Calling in the game? It just... lets you see people healing? No cooldown, no conditions other than a generous distance, just "see someone literally any time they heal."

    "Alright, Lucky Break, it could hide your blood... ooooh, but that's WAY too strong! So only for a couple minutes, and then the perk is off for the whole trial!"

    Meanwhile, 9 times out of 10 when a killer locates an injured survivor its by their grunts of pain, not their blood... and you have a perk that just 100% removes injured grunts. For the whole trial. With no condition.

  • I've knocked out all the survivor challenges so far, now I've got a few Killer challenges left on 2 and all the ones on 3. At level 39 now, should be maybe 46-48 when I'm done with all these. No clue how much people must play to be hitting 70 already, that just seems insane to me.

    Also, really disliking how many of these killer challenges are "Hook X different survivors" and "Chase X different survivors." It just limits your maximum progress in a match to 4, which is really obnoxious when the challenge asks for 15-20 of them. I would assume that they want to not encourage tunneling... but then you've got the "Darkly Obsessed" challenge which basically asks you to tunnel the obsession for 5 rounds.

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